Some helpful excerpts from A WORKER'S GUIDE:
"You are a bio-generated power-core-recovery worker..." (pg. 1)
"...can move up, down, left, or right..." (pg. 3)
"The Freeze Ray is a worker's best friend...keep it charged!" (pg. 10)
"Space Spiders...can be frozen or unfrozen with your Freeze Ray." (pg. 13)
"Space Larvae grow into Spiders instantaneously when frozen!" (pg. 17)
"...Larvae are scared, but Spiders are very curious." (pg. 18)
"Space bugs can sometimes trap workers who aren't careful..." (pg. 20)
"...they are not intelligent, and will only hurt you if you walk into them." (pg. 21)
Made (way behind schedule) for #7DRL 2018
By Tom Brinton
@brintown






2018-03-22
UPDATE: This version adds support for up to 8 AI or human players and a variety of stage sizes. Players (humans and AI) can be on any combination of up to 8 teams.
2018-03-20
UPDATE: This version adds support for AI opponents. You can have up to 7 of them. And up to 2 human players. Not fully tested, so please leave feedback about any bugs/crash issues.
Instructions:
Player 1 starts on Offense with Player 2 on Defense.
Offense players can grab and then toss the ball towards the goal. While the ball is held, the Defense can not swat it away, BUT the ball can only be held for ~1.5 seconds at a time.
Defense players can only swat the ball. Their goal is to move the ball away from the Offense players -- if the ball hits the goal, it only 'counts' if the Offense player was the last person to toss it.
As the ball moves, the yarn unravels and the ball becomes smaller. This is used instead of a timer or score limit -- when the yarn runs out completely, the teams switch sides and Player 2 has a chance to play Offense. After Player 2's yarn has expired, the winner is the player with the higher score.
Player 1 -
Cursor keys (up/down/left/right) - Move Up/Down/Left/Right
Z/X/C/V - (Defense) Swat / (Offense) Grab/ Toss yarn
Player 2 -
E/D/S/F - Move Up/Down/Left/Right
Q/W - (Defense) Swat / (Offense) Grab/ Toss yarn
Description:
'Pong' game made for the #Femijam 4 "Cute Pong" game jam -- this is a late entry; I'm uploading on 3/20, and subs were due on 3/19 at ~1 am. Don't forget to check out the other femijam entires! :)
Right now it supports 2 players and a single screen map.. If anyone can help playtest, I'd like to add support for up to 8 players, split across up to 8 teams. And larger maps. Anyway, if you want to help test, please shout at me on twitter ( @enargy) or leave a comment here.
Based on a game described in the Upside Down Magic series by Emily Jenkins, Lauren Myracle, and Sarah Mlynowski. There, it's played by polymorphed magic students (Fluxers) and there's some verticality at play with the goals. Here, the rules and gameplay are modified to be more like Pong (the theme of the jam).
About the series, my daughter (6) and I have read the first two so far, and the books are really neat.

Tweaked some stuff, added some visual effects. Players now get a score multiplier when they spear multiple vegetables in one charge, and I need to think of a good way to represent that.
Edit:
This project is unlikely to be finished, as I spent long enough away from it that the code is now difficult for me to understand. Maybe I'll have a stab at this later.
Added some new veggies and reworked how shadows display. I think I'm gonna make a few more vegetable variants and then work on visual effects.
"I see you've played Knifey Spoony before"
https://www.youtube.com/watch?v=mcE0aAhbVFc
Is it a knife, or is it a spoon? The game DEMANDS YOU TELL IT.
This is my first ever full game, and is sort of finished, I guess. It's missing a proper game over screen, and music/SFX, but I'm releasing it just to get it out there. If I get chance I'll come back to it and fill in the gaps.
I've kept the code all uncompressed and (hopefully) easy to read. I've got plenty of programming experience, but with this being my first game I thought it would be useful to leave it in a state that would allow others to learn from it. I can't help you build your game, but I can try to help you understand what's going on in this game, so get in touch if you think I can help with that.
All the code is also available on Github, right here: https://github.com/Jonic/knifey-spoony
Alpha Version
This was the very first version I made so I could explain the concept to the artist on the final game, Ribbon Black (http://www.ribbonblack.com/)

I seem to recall that you said you might break some elements of backwards-compatibility in 0.2. If so, I have a request. I'm not sure it'd even break anything, to be honest.
Current PICO-8 executables allow the use of // instead of -- for comments. This has the unfortunate side effect of preventing us from using lua's // operator, which is the 'idiv' operator, e.g. a//b
== flr(a/b)
.
I have never seen anyone upload code that uses "//" comments, so I think it might not even break anything. You'd probably know better, since you presumably have all of the uploaded carts in some kind of database. If nothing else, maybe you could disable it based on the version number you added to files recently?
It'd just be nice sometimes to use that operator, and if it's already supported but masked by the alternate comment form, I'd hope it wouldn't be a big chore to unmask it.
Thanks...





This is my first posted cartridge.
Its just a concept at the moment, to see if a fun game could even be made from it.
Basically, you need to collect the sample vials (much better collision detection needed) before you are irradiated by too much radiation.
As you move around, you build up a radiation map to help you avoid radiation "hot spots".
There are 3 radiation sources, and you can also mark them up by clicking on them using the mouse when you think you know where they are.
Pressing Z actually shows where they are (this would not be enabled if I made a game from it) and X hide the sources again.
Anyway, all comments much appreciated :-)
Thanks for looking!
This is my first creation. I've picked easy subject to focus on tool and creation.
Hope you like it. Any comments and suggestions kindly appreciated.
I've reached tokens limit, so that is the end of this little project :). Im must admit it was a pleasure to struggle again with low level hardware programming like peek and poke, screen memory, memory addressing.
version:2.1,
- fix: rolled/timed power-up is now turned off at the and of level
version:2.0,
- minor bugs fixed
- visual effects minor improvements
version:1.3,
- start screen music changed
- game-over screen background music added
- fireworks error fixed
- fade out effect between levels
- credits scroll fixed
version:1.2,
- particle system improvement
- CPU heavy load intro code turned off
- end of level fireworks added
version:1.1,
- improved ricochet angles
- small UI improvements
- ball vs player collision improvements
- extra live powerup added
- energy initialization fixed
version:1.0,
- added 30fps support for better compatibility with all devices
(it requires gamespeed variable modification directly in code) - times changes for rolled powerups,
- rolled power ups no longer lasts cross levels
- fire shot no longer is rolled,
- player movement is slowed down for improved difficulty
- mr spot electric simulation improvement
- multiball is triggered only by primary ball
- secondary balls collision issue fixed
- aiming works after sticky hands release the ball
- missing fade-out effect in instruction screen fixed
version:0.2,
- new game init fixed,
- added "take me to" functionality









- Arrows for movement
- X for shooting
- O for shield
- Pick up the powerup to double fire rate!
- Can't boost while shielding.
- There are no asteroids or enemies yet. Sorry!
This is a WIP and I'm not sure where to take this yet (if anywhere!) I'm considering an aggressive "rambo" version of asteroids: really leaning in to the over-the-top cooldowns, violent explosions and too many particles.
Pretty happy with the sound so far - using a sub oscillator for the shot sfx makes it sound pretty meaty, and I'm pretty proud of the faux phasing in the shield sound. Boost particles aren't quite right yet, but they're pretty fun. When I try to tweak the boost I only make it worse. Input welcomed!
Might try to add parallax to the starfield next, to allow for some roaming.



I was working on a game where cars run across the screen at various speeds, and I created a doppler-sounding effect to play when the cars were spawned. This didn't sound terribly natural though, since the cars all sounded the same regardless of speed. The only solution I found was to create a handful of effects these effects, and then choose the appropriate one based on speed, meaning all fast cars (i.e. velocity above some value) would have one sound effect, all slow cars another, and then a third one for those in between. Got me thinking though, it would be great if I could write a function that took the velocity as an argument and returned an appropriate sound effect. Is this possible? I'm fairly new at this, so it may be documented, but if it is I just don't understand the documentation. :)
That's a specific example, but it also got me thinking more generically. Is there a way to generate music on the fly? In the simplest case it could mean writing a few patterns in the tracker, and then playing one or more at a time, semi-randomly. They would be written in the same key presumably, but otherwise the only randomness is the order they appear in (and/or the channel they appear on).
At the other end of the complexity spectrum would be to generate the patterns procedurally as well, either by writing into the tracker, or manipulating sound in some other way. I don't really know where to start.
So I thought I'd start a discussion. Anyone experimented with any of the above? Any ideas how to tackle this?



After looking at some Outrun art earlier today, I was inspired to try my hand at some as well. I quite like how this turned out in the end, although there's a few small visual things I could probably tune up. I did make a tweetcart version of the program w/o the buildings in (just barely) under 280 characters. I might use this as a visual to later try and make some appropriate music using Pico-8.
The shimmering sun effect was based on a similar effect done (better) by user Svetlana here on the BBS.
https://www.lexaloffle.com/bbs/?tid=30532
I really hope I'm doing this correctly.
Anyway, this is my first project - done entirely so I could get a handle on PICO, on Lua and the various processes.
It's a basic breakout game with endless bricks coming down from the top - it even has a few power up bricks!
If the bricks reach the bottom or you lose your ball, it's game over!
Here's hoping this works... heh.
Now ... I have no idea why it's "Untitled". I set up the top of my lua file like the code below ... isn't that correct?
pico-8 cartridge // http://www.pico-8.com version 16 __lua__ -- endless breakout -- by warren marshall |



Hi everyone. This is my first time ever making a PICO-8 game and I have no idea what I'm doing. I'm posting this here to possibly recruit some help, and to share the work I've made for anyone else trying to do the same thing. PICO-8 is a first in literally every category: first time ever "designing" a game (I say that loosely, I really am recreating Gradius in a sense, so I can barely take credit), first time doing pixel art, first time using PICO-8... the list really goes on.
I started with A PICO-8 Shooter In 16 GIFs as my base, and worked towards rotating it 90 degrees to make it more like how I was envisioning. Shoutouts to @ztiromoritz for putting that little tutorial together.
Non-creative-commons version.
Quantum Toggle Solver.
Updated to support Decay for testing purposes.
Same features as v0.7.21 but this version is restricted from fair use for the sake of creating a superposition between both similar versions. This version also works better.
Controls:
Directional Keys:
slight left tap: may Solve
hard left tap: reset/always False
slight right tap: reset/always Solve
hard right tap: eventually Solve
Warnings: This is a hosted version. It might not work as well as the actual p8 version, for best quality manually open and run in pico-8.
Sometimes the state will just randomly decay. This is just a fact of life, if you're playing in browser just refresh.
Bugs: Solve is currently broken for this version. For all intents and purposes Reset=Q-State, Solve=Decay
TODO:
parallel processing
pico-8 meta-emulation features
page-switching
state-switching
verbose toggles
[b]Thanks!
